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Doomguide2005
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Everything posted by Doomguide2005
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Consider taking Rain of Fire and Tar Patch. Both, iirc, can be used from behind cover by using your camera to view the target location. Drop Tar Patch first which slows them considerably, aggros them and they'll start running in slo-mo towards you. Now drop RoF on them, a little more slow, damage (DoT) and most importantly 'Avoid'. Now they're ignoring you and trying to flee the area thanks to the Avoid. Step out from cover and light them up and/or close quickly and fire off Soul Drain and/or Inferno or pull out a newspaper while they burn. RoF has 'Avoid' which limits their return fire. Less shots, less chance to get past your defense(s) means less damage. One way to close quickly since you have the Teleport pool is Combat Teleport. Up your stealth rating and pop into their midst. Then depending on if your feeling frisky use RoF first. Again Avoid kicks in and they start fleeing. Slight problem as the slow in RoF is weak so scatter is greater than dropping Tar Patch first (vastly superior slow movement). Other choices like Soul Drain or Inferno first have no Avoid or Slow so use when you're feeling especially frisky or working on your debt badges π Edit: Be sure to toggle off OG before teleporting in stealthy as it'll almost immediately notify the mob of your presence
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Any power which takes Damage Resistance enhancement, such as the shields, cannot be power boosted. Or anything which is marked as "ignores enhancements or other boosts". So most of Benumb, Ice and Glacial Shield, Sleet, Arctic Fog and much of Heat Loss definitely don't. Frostwork does plus most of Infrigidate and Snow Storm also benefit. But yes its effects overall aren't fantastic comparatively for Cold near as I can see. That said my Cold/Ice had PBU and used it in particular against high defense targets (it would send my To Hit through the roof) as it helped ensure he landed hits against such targets ((and provides a not insignificant boost to damage (+80%) as well --> the Build Up portion of PBU π)). Yes Heat Loss should negate any need for Incarnate boost to recovery and the recovery portion lasts 90 seconds so as long as you can't burn your end bar to zero in the cool down portion further recovery buff is unnecessary. Most of the rest of the debuffs (slow, resistance, recharge, etc.) last 30 seconds.
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AoE Holds Revamp for Controllers/Dominators
Doomguide2005 replied to Blackfeather's topic in Suggestions & Feedback
Outside of perhaps tweaking recharge times (there's a reason I usually push global recharge on most controller builds) I'm really not seeing the issues said to be involved. Accuracy of 0.8 is readily overcome (it's less than one SO's worth of accuracy), duration is plenty long enough typically certainly enough to stack mag on a boss. Damage well sure love some but ... do I need it to make the power useful, No. Not seeing the problem.- 33 replies
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AoE Holds Revamp for Controllers/Dominators
Doomguide2005 replied to Blackfeather's topic in Suggestions & Feedback
Part of this problem, I suspect, is the powers were designed around the base difficulty of +0/Γ1 not +4/Γ8. Duration of the mez like almost everything else is reduced by the Purple Patch. The second is the very binary nature of mez in general. Either it works or it doesn't at least for the mez portion of a power. As for AVs and EBs. Funny thing here is while the PToD are down (1/3 down 2/3 uptime), EBs are harder to mez than most AV's. AVs that downgrade to an EB retain the EB lvl protection. Those that don't have boss lvl protection.- 33 replies
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Wait! Who'd you count twice?
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Ice/Cold means everything is moving and attacking slowly if not running away (Avoid). You've got so much there potentially it's in overkill even vs +4's. That said Ice/Dark is also very nasty. Both are very solid performers. PS: it's all that slow and recharge debuff that let's you get away from needing a self heal. You just don't get attacked much meaning any defense and resistance you do have goes a lot further. And Benumb is just nasty against hard targets.
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Why does everyone go bonkers over Cold Dom for the HM TFs?
Doomguide2005 replied to hemij's topic in Corruptor
Emp/Rad/Dark <--- totally OP At least against level 5 Hellions. Tested it myself in AP π³. Did far more damage to myself. They were too busy staggering about due to Oppressive Gloom π -
Best sets for Relentless Aeon and Invincible ITF
Doomguide2005 replied to FUBARczar's topic in Corruptor
I'd lean towards Corruptor just because of the damage cap. I'd hate to join a team where there's lots of +damage (enough to cap everyone at +400%) because that team likely also has plentiful other buffs/debuffs to make the difference in scales irrelevant. That scale edge becomes more and more important as the number of support types fall (either smaller team or less support on team) increasingly favoring Defenders in most cases. -
As to the accuracy issue. Other than mentioning getting banged around and sucking wind against Warriors in 'simple' Radio missions i see no specific mention of what difficulty you're running against. If you've no source of To Hit anything at +2/-- or greater is liable to miss more than most folks want to tolerate, i.e. ~25% or more miss rate vs +2. Warrior's also hit hard and the Sword wielders will debuff your defense so you'll end up healing more assuming you don't end up admiring the flooring (and one subset does kd). So you may find 2 Acc a desirable choice as at least then you're getting damage for your end usage. For example, 2 Acc will let you hit +3's at 90% if you can slot that Kismet (and +2's pass the magical 95% final hit). Bottom line you need exponentially more Acc as you fight higher and higher lvl foes. To Hit buffs tend to get increasingly and relatively more valuable than Accuracy as lvl of foe increases.
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Can't see the build but while in many ways I agree with Riverdusk in that if it came down to choosing Entangling Aura over Flash that would be the way to go. Flash is slow to activate and seems an eternity when you're standing in melee. But if you can I'd take both as the ability to stack 6+ mag on many targets well you're now looking at statues rather than active foes. EBs would need a greater than 6 result so need one or more ways to add +1 mag (Overpower, Hybrid).
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I think a lot of it comes down to team composition. 1 Controller favors something like Ill/Dark Affinity or an especially offensive secondary (Storm for example). But like virtually all support characters you start stacking Controllers and their mezzes and you'll see results. 20 mag 3 mez attacks will generally mez an AV through their PToD. A near impossible feat for most solo Controllers even with the Vanguard Medal. But with 4+ Controllers there's going to a lot of statues in short order especially with Vanguard plus Hybrid incarnates getting involved. Add a few more and even AVs through PToD are in trouble. Edit: 8 Fire/Rads, for example, need maybe 4 to 6 seconds to drop 50+ mag worth of Holds on a target. Might take a bit longer for Fire/NAff. Both have PBAoE toggle Holds. All they have to do is move adjacent while tossing Char.
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This^ Any content, HM included, where you face either foes with boosted/buffed To Hit or strong defense debuffers (like say Cimerorans, never mind HM Cimerorans) getting strong defense buffs is one very effective way to protect team from defdebuffs. Get hit by a lucky blow on that softcapped build, the one with say 50 defense, by a 54 Cimeroran for a double digit debuff and you could be looking at a Cascade failure. You need either high DDR or enough defense bonus to absorb the ~15% without dropping under your cap or it can get real painful real fast. Force Fields brings that to the table and more.
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LOL, yeah foes simply crawling around trying to escape Sleet patches was the first thought I had. The only characters with no slow/recharge debuff is/was Voltak's Nature/Sonic and the Bio/TW Tanker I believe. And 90+ defense seems like a low amount unless everyone was starting at 0. 4 Colds sans enhancements and not running Maneuvers (and before Barrier) is already up around +60. Add Barrier, Time's potentially boosted Far Sight, Maneuvers, actual enhancements in all this and some modest individual defenses (2Γ+3% IOs, etc.).
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Paging @Linea Guessing they at least have an older saved build version of the one used on one of the early Master of the STF run by RO. They figured out how to perma-Sonic Cage one of Lord Recluse's Towers, helping to complete the utter stomping the all Support team gave Lord Recluse: 4 GM Empaths (Dark, Rad, 2Γlost to time), Sonic/Sonic, Cold/Arch, another lost to time, and a Fire/Kin.
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Looking for a Specific Type of Cold/Ice Defender
Doomguide2005 replied to 00Troy00's topic in Defender
You should be swimming in End as long as Heat Loss is near 90 sec cool down (perma to near-perma for the recovery portion). If not you'll have a strong boost for 90 sec before returning to 'normal' end consumption. As long as that normal end period lasts until the next HL usage you should be good. Overall catch 4+ foes in the AoE and you've got a recovery about equal to an Empaths Recovery Aura (as in damn good) for that 90 sec. Heat Loss is your t9 for good reasons. -
Fine, fine you get this hall. *zooms* off the other way (Maneuvers and Tactics running π).
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Mine is a Claws/SR scrapper, recreated from Live, who was just starting her Incarnate journey on HC (vet lvl 6 iirc) when the computer went belly up, Covid-19 hit, a new born arrived and replacing said computer became a much lower financial priority. On Live she was my badger (among the top on Pinnacle for a number of issues), solo'd a big chunk of Maria Jenkins arc AVs before I decided smacking sacks of hit points wasn't my thing I knew what I needed about her capabilities. I found diving into multi-spawn swarms of Rikti, Malta and Cimerorans more entertaining than soloing single AVs or GMs. She was always the first to log in for any new content and spent hours exploring every nook and cranny of any zone she could reach. No unrevealed, dark map shall remain! (The Storm Palace is huuuuuuge when explored via older and much slower versions of Hover). Other versions existed across many of the Live servers but the original, the main was on Pinnacle. Edit: Most of her backstory remains locked within my brain but is fairly represented her name, GRETA-001. First prototype of the Genetically Resequeced and Engineered for Tactical Assault program. Can't say more without sending a Cyborg or two your way for a friendly visit.
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Looking for a Specific Type of Cold/Ice Defender
Doomguide2005 replied to 00Troy00's topic in Defender
Just going to point out Benumb does do Fly and Run Speed debuff. What it doesn't do is recharge debuffs. Though as a Cold/Ice they're all in overkill territory. If the foes aren't fairly resistant they'll be noticeably debuffed if not floored. Don't recall how I slotted my shields, probably 3 LotG but yes unless you're playing small team or hardmode folks won't care especially in endgame content what the actual buff value is. Personally mine was built for loads of recharge. And again outside of solo or small team (duo, trio) mitigation will come from Slow and recharge debuffs, Avoid and Ice Blasts Holds. Mine rarely got in trouble much less dead even with minimal and incidental defense. His fun trick was capping his own To Hit by using PBU+Aim+Tactics (all 3 5 slotted with Adjusted Targeting). Have fun trying to dodge this Mako or Elude/MoG Paragon Protector. If I don't kill you I will destroy that defense you're thinking you're safe behind and 7 other heroes will happily slap you silly. Do not skip or skimp on Benumb. That said mine was slotted with 2 recharge. But between loads of recharge, global accuracy and to hit it was over 95% vs +4's and was all but perma (pretty much any outside buff and it was perma) and if I wanted to I could use Geas of the Kind Ones to get there. Incarnates also put me over iirc. Never got around to rebuilding him on HC before the computer died and when I was playing him Live that was prior to the current proc build. Ice has several very proc ready blasts just have to figure out a nice balance between getting high recharge and losing powers that contribute to global recharge and of course the effect of your Alpha slot. Sleet, Benumb, Heat Loss, Blizzard and Ice Storm are the ones your looking to reduce the cool down on. Try to avoid strongly effecting their recharge/cool down if tweaking with procs. -
I've done AR/Dev and Arch/Dev. The AR/Dev saw very little solo activity however being part of an all friends static team all AR/Dev. The sheer insanity of pulling every spawn in a multi level room into a hallway full of trip mines (as in 50+ spread down the hall) and caltrops while 3+ Full Auto cones let rip. Much fun but couldn't really talk to the solo side. The Archery/Devices was pretty much the reverse. Nearly all solo, a Hover blaster (vs the AR's Super Speed) rarely used mines and if they did it was 3 or so while dropping Rain of Arrows on them (+/- 'Rain of Caltrops'). Both were on Live post-Invention but pre Incarnate.
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Can't mez me if you're dead, out of end or mezzed first. Pretty much the same as a Corruptor. The real difference is the order of occurrence. A Blaster will start at the if you're dead end of things while Corruptors will tend more towards the if you're mezzed (or debuffed) first moving to the if you're dead end of the equation. Fire/Nrg mine started at range, moving into melee as the chaff died to finish with Bonesmasher using either stuns or kb/kd to handle survivors. Elec/Fire right into melee, lots of PBAoE death with end drain added in. Defense more important as less ranged death dealing as the Fire/Nrg. My Corruptors rarely "blapped" though several happily got in close. Especially the Traps Corruptors though I wouldn't consider dropping traps as true blapping. Still much the same risk involved using Poison Trap and toe bombing in terms of exposure. Ice/Dark might move in but by then things were held, immobilized, slowed, to hit, damage and recharge debuffed if nothing else. And while neither a Blaster nor a Corruptor my Emp/Rad Defender lived in melee saying hello with Irradiate, Cosmic Burst, and Air Superiority. Her protection was RAΓ2, stun (Cosmic Burst + Oppressive Gloom), Dark Embrace.
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I'm in the it very much matters which EB or AV you're talking about as well as what AT. And then there's what level the encounter is occurring and whether it's an exemplared character or not, particulary post-Incarnate 50+ exemplared. I've no desire to face an AV version of Biff solo on pretty much any character if for no other reason than I haven't got days to whittle his health to zero. Besides what the hell are you going to call an intermediate rank. Flimsy Archvillain, Lesser Archvillain or Not Quite So Super Archvillain? Okay so maybe two of those are damn silly π But yes any upgrade/up-rank has to not leave Local Dude #6 who runs solo at -1/+0 finding them impossible to defeat at base level.
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City of Titans development team, far as I know, was former CoX player based (much like HC). Though I haven't checked in there in a while (since about the time I found HC). And, of course, no SCORE, to work with.
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Whose selfish? The player wanting everyone else to carry Leadership so his Leadership stacks to Awesome or the player who chooses another power instead? This entire game isn't necessary. At best arguments can be made that humans need entertainment outlets for health of which this game is but a very small slice of the pie. We play ultimately because it's fun, it stirs our creativity, something that brings us happiness. I tend to have Leadership on many characters including my main a Claws/SR scrapper (Maneuvers and Tactics) which I toggle on or off based on the situation if solo. If teamed I almost always have them running. My Empaths always carry them ... it was an SG requirement for the build (Assault and Tactics) by a certain level. They rarely take Maneuvers because of Fortitude and the way Green Machine works. I have used Maneuvers as a mule for LotG in some GM builds as recharge is paramount to the team builds in general. Ultimately I have Leadership on any given build for both 'selfish and unselfish' reasons.
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Especially as most Cold's are going to be causing a lot of Avoid, Slows and recharge debuff. Foes just aren't going to attack as often meaning less chances to get lucky and land a hit.
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Yeah that would one advantage to placement in Fortitude, exemplar. Fortitude exemplar can be as early as 7th. Fortitude also has a relatively short base recharge (while still at 60 sec) often accompanied by lots of global recharge. Not sure what the max recharge is for 90% proc chances but I'm guessing you'd have a lot of uptime on a team where you're keeping it up on 6+ teammates (and/or pets). Really missing being able to log in and test it out (and find out if I'm smoking something)